Helmets should either be free or just 1. It's protection against an attack type that does no extra damage and is harder to hit. The only figs interested in helmets would be ones already wearing armor, and armor only looks like it makes you invincible. In reality, plenty of attacks deal multiple dice in damage, and armor isn't actually as overpowered as it seems at first glance.

Disabling a leg would definitely only cripple a minifig, reducing them to a literal crawl at 1" per turn. Disabling an arm would only take away one of a minifig's hands, although having personally almost bled to death from limb trauma, I imagine that blowing an arm clean OFF would kill the minifig. Maybe not though, a minifig's capacity for ultra-violence is pretty huge.

Dismemberment is on the way in Chapter 9, since if anybody remembers the discussions we've been having about how Medix are going to work, amputations are a big part of the Ker-Triage! rules.

I don't have them in front of me, but I seem to remember they're something like -1" for each missing leg, -50% if you're down to half of your starting legs or if any part of your body is dragging on the ground that isn't supposed to. If you've got no legs then you can use an Action to drag yourself by one inch for each arm you have free.

With the dismemberment rules in place, players can now cut off each other's limbs, so there's a sidebar bit about that: any damage that almost kills a creature, but exactly matches the creature's armor instead of exceeding it, does the following:

6. if it's damage from a cutting weapon, lose one limb (defender's choice)7. if it's damage from a crushing weapon, suffer Knockback (1" per damage die) and fall down Disrupted8. if it's any other type of damage, fall down Disrupted

When minifigs lose a limb violently, trauma and swelling are enough to cut off blood loss at least until the battle's over. Maybe they bleed to death or get gangrene or something some time later, but by then it doesn't matter anymore because the battle's already over.

Natalya wrote:What's that? I can't hear you over the sound of how banned you are.

It took me a brikwar to realize how often minifigs hide behind cover so that only their heads are exposed, which would make helmets counting as armor positively brutal. +1 to armor but only against headshots seems a whole hell of a lot more accurate.

Something worth noting about minifig physiology is that going for a specific headshot is only very rarely an effective tactic. Their heads, even without helmets, are about as well armored as the rest of their bodies. Hell, their heads might even roll bonus dice! Sure, destruction of the head might mean that the body dies along with it, but simply shooting the living hell out of a minifig or swinging an axe in their general vicinity is as effective at severing major arteries and causing death as is destroying their brains.

All that said, the purchase of a helmet is mostly useless, but they will protect a minifig from some harm. Peeking around a corner or driving a vehicle that grants partial cover becomes a bit less dangerous, as does protection from headshots while wearing armor. Statistically, you're still more likely to kill with overskill than a headshot: headshots need a roll of 5 to deal (damage) vs. 1d6+1, whereas overskill needs to roll a 6 to deal (damage) vs. 1d6.

for some reason, this thread makes me think there should be a thread that is just a bunch of links going to different weapon charts. I remember blackdog or moron studios posting a really good one a while back.